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- #version 450
-
- layout (location = 0) in vec3 inPos;
- layout (location = 1) in vec2 inUV;
-
- // todo: pass via specialization constant
- #define SHADOW_MAP_CASCADE_COUNT 4
-
- layout(push_constant) uniform PushConsts {
- vec4 position;
- uint cascadeIndex;
- } pushConsts;
-
- layout (binding = 0) uniform UBO {
- mat4[SHADOW_MAP_CASCADE_COUNT] cascadeViewProjMat;
- } ubo;
-
- layout (location = 0) out vec2 outUV;
-
- out gl_PerVertex {
- vec4 gl_Position;
- };
-
- void main()
- {
- outUV = inUV;
- vec3 pos = inPos + pushConsts.position.xyz;
- gl_Position = ubo.cascadeViewProjMat[pushConsts.cascadeIndex] * vec4(pos, 1.0);
- }
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